Hinterland Harbor

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Innistrad Rare

Combos Browse all

Hinterland Harbor

Land

Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.

: Add or to your mana pool.

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Hinterland Harbor Discussion

lachrymal on BG Ramp and +1/+1 Counters

2 weeks ago

Against RUG Control

won dice roll

Draw 7:Forest, Forest, Slitherhead, Temple of Malady, Slitherhead,Rampant Growth, Swamp

Turn 1:

Play Forest, Cast Slitherhead, pass

Play Steam Vents, enters tapped, pass

Turn 2:

Draw Deadbridge Goliath, Play Swamp, Cast Rampant Growth, Fetch Swamp, Attack with Slitherhead (20 vs 19), pass

Play Sulfur Falls, Cast Sage Owl, pass

Turn 3:

Draw Putrefy, Play Forest, Attack with Slitherhead, Opponent does not block (20 vs 18), Cast Deadbridge Goliath, pass

Play Hinterland Harbor, Attack with Sage Owl, Cast Simic Charm +3/+3 targeting Sage Owl (17 vs 18), pass

Turn 4:

Draw Birds of Paradise, Play Temple of Malady, Scry Rampant Growth, place on bottom of library, Cast Birds of Paradise, Cast Slitherhead, Attack with Deadbridge Goliath and Slitherhead (17 vs 12), pass

Play Stomping Ground, Cast Ral Zarek, Attack with Sage Owl (16 vs 12), Ral Zarek +1 targeting Birds of Paradise and Sage Owl, pass

Turn 5:

Draw Forest, Play Forest, Cast Putrefy targeting Sage Owl, Attack with Deadbridge Goliath and 2x Slitherhead, assign Deadbridge Goliath to Ral Zarek and 2xSlitherhead to player (17 vs 10), pass

Play Sulfur Falls, Cast Unsummon targeting Deadbridge Goliath, Cast Vorel of the Hull Clade, pass

Turn 6:

Draw Primeval Titan, Cast Primeval Titan, Fetch Overgrown Tomb & Grim Backwoods, Attack with 2xSlitherhead (17 vs 8), pass

Play Rootbound Crag, pass

Turn 7:

Draw Birds of Paradise, Cast Birds of Paradise, Cast Deadbridge Goliath, !INTERRUPT: Opponent Cast Simic Charm, Return Primeval Titan to hand!, Attack with 2xSlitherhead, Blocks 1 (17 vs 7), pass

Cast Zhur-Taa Druid, pass

Turn 8:

Draw: Forest, Play Forest, Cast Primeval Titan, Fetch Overgrown Tomb & Swamp, Activate Grim Backwoods, Draw Blessings of Nature, Scavenge Slitherhead onto Deadbridge Goliath, Attack with Deadbridge Goliath & Slitherhead, !INTERRUPT: Opponent Cast Simic Charm, Return Deadbridge Goliath to hand!, Blocks Slitherhead, pass

Cast Telepathy, pass

Turn 9:

Draw Swamp, Play Swamp, Cast Blessings of Nature on Primeval Titan, Scavenge Slitherhead onto Primeval Titan, Attack with Primeval Titan, Fetch 2x Forest, Blocks with Vorel of the Hull Clade and Zhur-Taa Druid (17 vs 1), Cast Deadbridge Goliath, Activate Grim Backwoods, Draw Swamp, pass

Opponent concedes.

Thoughts: Yeah, not performing as I hoped it would.

Mandalorian on Simic energy Turret

2 weeks ago

Woodweaver's Puzzleknot is great for prolonging the game and getting . Glimmer of Genius should probably also find a place since it can help dig for your important pieces and get you .

Thornwood Falls is a direct upgrade to the other tap lands your playing.

Yavimaya Coast, Hinterland Harbor, and Botanical Sanctum are cheap ways to upgrade the mana base further.

StoryArcher on Simic Infinite Counters Combo deck ...

3 weeks ago

Good day, all. I have a core concept that I'd really like to turn into a competitive Modern deck if its possible.

(EDIT: if you wish, you can view my updated deck here - Simic Counter-Combo)

These are the primary cards:

Combos:

(Leech Bonder + Paradise Mantle + Hardened Scales + Fathom Mage will allow infinite draws as well, but I'm not automatically including it due to its higher casting cost and the fact that it would be a bit redundant with the Sage of Hours combo.)

So here's my quandary - how to turn that core of 20 cards into an effective and competitive deck strategy. I started off with the following:

Let's say I go with those - that leaves 12 slots. At the moment, some of the options I'm eyeing hardest are:

For card draw/counter creation (3):

For protection/disruption (8):

And then there are the 'X-Factor' cards, cards which could accelerate the combo like Summoner's Pact or give me alternate win conditions, like Helix Pinnacle or Sphinx's Tutelage. At this point I'm mentally dealing with a bit of 'option paralysis', so any and all help in sifting through the possibilities would be more appreciated.

gravitydefyinghair on Surrak Dragonclaw EDH

1 month ago

Torrent Elemental is not a legal card with Surrak as the commander. Both colors of the hybrid mana in either the casting cost or ability activation cost must exist in the commander's color identity. So, for example, you could play Giant Solifuge in this deck (not that I would, but it is legal to do so) but it would be illegal to play Nightveil Specter.

I would replace Destructor Dragon with Trygon Predator.

I would take out Frost Walker, Cyclone Sire, Torrent Elemental, Gruul Turf, Gruul Charm, Lightning Strike. Seer's Lantern, Nissa's Renewal, Devour in Flames, and Izzet Boilerworks.

Here's why:

  • Frost walker and Cyclone sire are more 60-card format cards.

  • Torrent elemental is illegal.

  • Gruul turf and Izzet boilerworks seem good, but they're really just strip mine/wasteland bait.

  • Gruul charm is bad. Be greener and invest in trample.

  • Lifecrafter's Bestiary or Thassa, God of the Sea are upgrades from Seer's Lantern.

  • Nissa's Renewal is late game ramp. That's bad. Early game ramp is better.

  • Burn is bad in EDH.

I would suggest (these are all just good cards for your consideration, I know there are probably more than I suggested taking out):

For a 3 color deck, the landbase would also be improved by taking out basics and putting in things like:

Ideally, for a landbase you'd have shock lands such as Steam Vents, fetch lands such as Scalding Tarn, and regular dual lands such as Volcanic Island, but those things are expensive and this is a game.

Deepstriker29 on Ezuri, claw of Budget

1 month ago

Switch out the vivid lands for a Hinterland Harbor and Yavimaya Coast. You being in two colors means those lands are always going to be better than the vivids. Throw in Trinket Mage to snatch your Sol Ring/other fast mana rock, and Trophy Mage to grab your keyrune (which should probably just be a Darksteel Ingot. It's absolutely crucial to smooth out your mana progress early so you can back up Ezuri or immediately make counters after playing him.

enpc on *Sigh* D.C.

1 month ago

You have too many lands - 37 is enough. Cut Simic Growth Chamber, Golgari Rot Farm and Dimir Aqueduct for Cultivate, Kodama's Reach and Sakura-Tribe Elder.

You should also be running at a minimum Command Tower and Sol Ring (these have been printed into the ground thanks to all the commander product out there), however you also have cards like Drowned Catacomb, Hinterland Harbor and Woodland Cemetery which aren't expensive. Terramorphic Expanse, Evolving Wilds, Jund Panorama, Esper Panorama and Bant Panorama all act as budget fetches and work well with Splendid Reclamation. That will help your mana base.

Deepstriker29 on We're Gonna Pump... YOU Up!

1 month ago

Aight, first off:

Looking at your manabase, it's clear that there are some powerful and affordable upgrades to be made. The vivid lands an go for a Hinterland Harbor and Yavimaya Coast due to you only being in 2-color, where the charge fixing is far less important and those duals consistently providing both colors (Coast is especially important if you want to add in things requiring specifically colorless mana later on. If you really want to step it up, Breeding Pool and Misty Rainforest are both also strong, although you should only go this far if you really want to power up the deck and have the budget.

Now, onto your main problem:

Card draw.

You really need more draw engines/spells in this deck. Fathom Mage is an absolute must for Ezuri, turning his buff into a ridiculous source of draw. Concentrate / Harmonize, Ugin's Insight and Zameck Guildmage are all good places to start. You don't seem to want to blink Ezuri's creatures very much to accelerate your EXP grind faster, so you'll need to play more and more nontoken creatures to compensate, leaving you hungry for cards. I'd even go so far as to put Hedron Archive in for some more explosive ramp (literally, it's as much mana as Explosive Vegetation for the same amount of ramp) as well as some convenient gas late-game. Apart from that, upgrade your counterspells to Counterspell and maybe Desertion if you enjoy being cheeky. If not, Negate is always a good option that is severely underrated.

Good luck!

Mr.Mirage on Modern Miracles: Ebb & Flow

1 month ago

My this deck has been busy since I've been away.

So I've tested See Beyond. 1. It's Sorcery. 2. I don't want to lose my Miracles to my deck, not knowing where they are.

Geier Reach Sanitarium does an excellent job at dumping my miracles where I can use them at any time when I draw in to a Noxious Revival

I may think about Hinterland Harbor. One of the many things I struggled with was what to do about the variety of decks I'd face game 1. It's a lot easier playing less of one card and more of cards I that could reuse the "less of one card". Meaning Snaps and Noxious as well as Narset Transcendent. Commandeer is a fun card, not really competitive. Any who thanks for the suggestions and I'll be looking to tweaking the card counts soon after a tournament or two.

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